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23. NVIDIA GeForce3
NVIDIA GeForce3 64MB DDR 128bit, 200/230 (460) MHz工程样卡。(4像素管线,每管线2个纹理单元。支持DirectX 8.0,Shaders 1.1,拥有基于顶点管线之上的硬件级几何和光源处理单元。)
24. Matrox G550
Matrox Millennium G550 32MB DDR 64bit, 143/160 (320) MHz 。(2像素管线,每管线2纹理单元。有硬件级几何和光源处理单元。)
25. PowerVR/STM KYRO II 32MB
S/U/M/A/ Platinum K2 32MB SDR 128bit, 175/175 MHz (2像素管线,每管线1个纹理单元。tile架构,单pass可以处理8纹理。无硬件级几何和光源处理单元。)
26. PowerVR/STM KYRO II 64MB
Hercules 3D Prophet 4500 64MB SDR 128bit, 175/175 MHz (2像素管线,每管线1个纹理单元。tile架构,单pass可以处理8纹理。无硬件级几何和光源处理单元。)
27. NVIDIA GeForce3 Ti 200
ABIT Siluro GF3 Ti200 64MB DDR 128bit, 175/200 (400) MHz (4像素管线,每管线2个纹理单元。支持DirectX 8.0,Shaders 1.1,拥有基于顶点管线之上的硬件级几何和光源处理单元。)
28. NVIDIA GeForce3 Ti 500
ABIT Siluro GF3 Ti500 64MB DDR 128bit, 240/250 (500) MHz (4像素管线,每管线2个纹理单元。支持DirectX 8.0,Shaders 1.1,拥有基于顶点管线之上的硬件级几何和光源处理单元。)
29. NVIDIA GeForce2 Ti
NVIDIA GeForce2 Ti 64MB DDR 128bit, 250/200 (400) MHz工程样卡(4像素管线,每管线2个纹理单元。拥有硬件几何和光源处理单元。)
30. ATI RADEON 7500LE 64MB DDR
ATI RADEON 7500 64MB DDR 128bit, 290/230 (460) MHz, 降频到265/190 (380) MHz。(2像素管线,每管线2个纹理单元。拥有硬件几何和光源处理单元。)
31. ATI RADEON 7500LE 128MB SDR
Joytech Apollo RADEON 7500LE 128MB SDR 128bit, 200/166 MHz (2像素管线,每管线2个纹理单元。拥有硬件几何和光源处理单元。)
32. ATI RADEON 7500 64MB DDR
ATI RADEON 7500 64MB DDR 128bit, 290/230 (460) MHz (2像素管线,每管线2个纹理单元。拥有硬件几何和光源处理单元。)
33. ATI RADEON 9100 (8500LE) 64MB
ATI All-in-Wonder RADEON 8500DV 64MB DDR 128bit, 250/190 (380) MHz (4像素管线,每管线2个纹理单元。支持DirectX 8.1,Shaders 1.4,拥有基于顶点管线之上的硬件级几何和光源处理单元。)
34. ATI RADEON 9100 (8500LE) 128MB
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37. NVIDIA GeForce4 Ti 4400
Triplex Mullennium Silver GeForce4 Ti 4600 128MB DDR 128bit, 300/325 (650) MHz, downclocked to 275/275 (550) MHz (4像素管线,每管线2个纹理单元。支持DirectX 8.1,Shaders 1.3,拥有基于2条顶点管线之上的硬件级几何和光源处理单元。)
38. NVIDIA GeForce4 Ti 4600
Triplex Mullennium Silver GeForce4 Ti 4600 128MB DDR 128bit, 300/325 (650) MHz (4像素管线,每管线2个纹理单元。支持DirectX 8.1,Shaders 1.3,拥有基于2条顶点管线之上的硬件级几何和光源处理单元。)
39. NVIDIA GeForce4 Ti 4200 128MB
NVIDIA GeForce4 Ti 4200 128MB DDR 128bit, 250/222 (444) MHz样卡。(4像素管线,每管线2个纹理单元。支持DirectX 8.1,Shaders 1.3,拥有基于2条顶点管线之上的硬件级几何和光源处理单元。)
40. NVIDIA GeForce4 Ti 4200 64MB
Gainward PowerpackIII GeForce4 Ti 4200 64MB DDR 128bit, 250/256 (512) MHz (4像素管线,每管线2个纹理单元。支持DirectX 8.1,Shaders 1.3,拥有基于2条顶点管线之上的硬件级几何和光源处理单元。)
41. NVIDIA GeForce4 MX420
eVGA e-GeForce4 MX440 64MB DDR 128bit, 270/200 (400) MHz downclocked to 250/166 MHz(2像素管线,每管线2个纹理单元。支持DirectX 7.0,Shaders 1.3,拥有基于软件算法顶点管线之上的硬件级几何和光源处理单元。)
42. NVIDIA GeForce4 MX440
eVGA e-GeForce4 MX440 64MB DDR 128bit, 270/200 (400) MHz (2像素管线,每管线2个纹理单元。支持DirectX 7.0,Shaders 1.3,几何和光源处理是通过软件算法的顶点管线完成)
43. NVIDIA GeForce4 MX440SE
eVGA e-GeForce4 MX440 64MB DDR 128bit, downclocked to 250/200 MHz (2像素管线,每管线2个纹理单元。支持DirectX 7.0,Shaders 1.3,几何和光源处理是通过软件算法的顶点管线完成)
44. NVIDIA GeForce4 MX460
NVIDIA GeForce4 MX460 64MB DDR 128bit, 300/275 (550) MHz工程样卡(2像素管线,每管线2个纹理单元。支持DirectX 7.0,Shaders 1.3,几何和光源处理是通过软件算法的顶点管线完成)
45. Matrox Parhelia 128MB
Matrox Parhelia 128MB DDR 256bit, 220/275 (550) MHz(4像素管线,每管线4个纹理单元,一个pass内可以处理16纹理。支持DirectX 8.1,Shaders 1.3,几何
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60. ATI RADEON 9600SE 64bit
ASUS A9600SE 128MB DDR 64bit, 325/200 (400) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,2条顶点管线)
61. ATI RADEON 9600 128MB
Connect3D RADEON 9600 128MB DDR 128bit, 325/200 (400) MHz(4像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,2条顶点管线)
62. ATI RADEON 9600 256MB
Hercules 3D Prophet 9600 256MB DDR 128bit, 325/200 (400) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,2条顶点管线)
63. ATI RADEON 9600 PRO
TYAN G9600PRO 128MB DDR 128bit, 400/300 (600) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,2条顶点管线)
64. ATI RADEON 9600 PRO-EZ
PowerColor RADEON 9600 PRO-EZ 128MB DDR 128bit, 400/200 (400) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,2条顶点管线)
65. ATI RADEON 9800 128MB
Sapphire Atlantis RADEON 9800 128MB DDR 256bit, 325/290 (580) MHz (8像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,4条顶点管线)
66. ATI RADEON 9800 PRO 128MB
HIS Excalibur RADEON 9800 PRO IceQ 128MB DDR 256bit, 380/340 (680) MHz (8像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,4条顶点管线)
67. ATI RADEON 9800 PRO 256MB
ATI RADEON 9800 PRO 256MB DDR-II 256bit, 380/350 (700) MHz (8像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,4条顶点管线)
68. NVIDIA GeForce FX 5200 64bit
ASUS V9520 Magic 128MB DDR 64bit, 250/166 (333) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理8纹理。也可以通过设置使其变更为2像素2纹理模式。支持DirectX 9.0,Shaders 2.0+,1条顶点管线)
69. NVIDIA GeForce FX 5200 128bit
ASUS V9520 128MB DDR 128bit, 250/200 (400) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理8纹理。也可以
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91. XGI Volari V8 Ultra DUO
Club3D Volari V8 Ultra DUO 256MB 2 x 128bit, 2 x 330/350 (700) MHz (双处理器,每一个内建8条渲染管线,每管线1个纹理单元,不过只有其中4管线支持shaders。支持DirectX 9.0,Shaders 2.0+,3条顶点管线)
92. S3 DeltaChrome S8
S3 DeltaChrome 256MB 128bit, 300/350 (700) MHz样卡(8像素管线,每管线1个纹理单元,只有4条管线支持Shaders,支持DirectX 9.0,Shaders 2.0,3条顶点管线)
93. NVIDIA GeForce 6800LE
Palit GeForce 6800 128MB 256bit, 325/350 (700) MHz, 管线缩减到8/4。(8像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大16 Z采样。支持DirectX 9.0c,Shaders 3.0,4条顶点管线)
94. NVIDIA GeForce 6800 128MB
Palit GeForce 6800 128MB 256bit, 325/350 (700) MHz(12像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大24 Z采样。支持DirectX 9.0c,Shaders 3.0,5条顶点管线)
95. NVIDIA GeForce 6800 256MB
ASUS V9999 Gamer Edition 256MB GDDR3 256bit, 350/500 (1000) MHz (12像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大24 Z采样。支持DirectX 9.0c,Shaders 3.0,5条顶点管线)
96. NVIDIA GeForce 6800GT
Leadtek WinFast A400GT/TD 256MB GDDR3 256bit, 350/500 (1000) MHz (16像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大32 Z采样。支持DirectX 9.0c,Shaders 3.0,6条顶点管线)
97. NVIDIA GeForce 6800 Ultra
Leadtek WinFast A400 Ultra/TD 256MB GDDR3 256bit, 400/550 (1100) MHz (16像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大32 Z采样。支持DirectX 9.0c,Shaders 3.0,6条顶点管线)
98. ATI RADEON X800 PRO
Sapphire Atlantis RADEON X800 PRO 256MB GDDR3 256bit, 475/450 (900) MHz (12像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大32 Z采样。支持DirectX 9.0c,Shaders 2.0b,6条顶点管线)
99. ATI RADEON X800 XT Platinum Edition
ASUS AX800XT 256MB GDDR3 256bit, 520/560 (1120) MHz(16像素管线,每管线1个纹理单元,一个pass内可以处理16纹理,最大32 Z采样。支持DirectX 9.0c,Shaders 2.0b,6条顶点管线)
100. ATI RADEON 9550 128MB
HIS Excalibur RADEON 9550 128MB DDR 128bit, 250/200 (400) MHz (4像素管线,每管线1个纹理单元,一个pass内可以处理16纹理。支持DirectX 9.0,Shaders 2.0,2条顶点管线)
101. ATI RADEON 9800 128bit
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●测试平台说明:
处理器:AMD Athlon XP 3000+(2166 MHz) 主板:MSI KT7 Ultra-2(VIA KT333芯片组) 内存:1GB DDR SDRAM PC 3200 硬盘:Seagate Barracuda 7200.7 80GB SATA HDD 显示器:Mitsubishi Diamond Pro 2070sb (22") 操作系统:Windows XP SP2;DirectX 9.0c ●驱动:
ATI v6.476 (CATALYST 4.9) NVIDIA v65.76 Voodoo4 - Amiga 3.0 Savage4 - 8.40.02 Savage2000 - 9.21.01 PowerVR - 21.00.07 Matrox G550 - 5.92.006; Parhelia - 1.07.00. DeltaChromeS8 - 15.10.11 测试中VSync关闭
注意!使用shader技术的游戏测试,数据表格分为了:shaders、Shaders 1.1 和2.0,成绩为0的情况代表该显卡无法运行该游戏或出现错误。
●测试游戏软件的具体设置:
Serious Sam: The Second Encounter v.1.05 (Croteam/GodGames) ? OpenGL, multitexturing, ixbt0703-demo, test settings: quality, S3TC OFF Unreal Tournament 2003 v.2225 (Digital Extreme/Epic Games) ? Direct3D, Vertex Shaders, Hardware T&L, Dot3, cube texturing, default quality Code Creatures Benchmark Pro (CodeCult) ? gaming test demonstrating how the video card works with DirectX 8.1, Shaders, HW T&L. Unreal II: The Awakening (Legend Ent./Epic Games) ? Direct3D, Vertex Shaders, Hardware T&L, Dot3, cube texturing, default quality RightMark 3D v.0.4 (one of game scenes) ? DirectX 8.1, Dot3, cube texturing, shadow buffers, vertex and pixel shaders (1.1, 1.4). Tomb Raider: Angel of Darkness v.49 (Core Design/Eldos Software) ? DirectX 9.0, Paris5_4 demo. The tests were conducted with the quality set to maximum, only Depth of Fields PS20 was disabled. HALO: Combat Evolved (Microsoft) ? Direct3D, Vertex/Pixel Shaders 1.1/2.0, Hardware T&L, maximum quality PainKiller v.1.31(People Can Fly/Dreamcatcher) ? DirectX 9.0, multitexturing, maximum possible test settings. Integrated benchmark was used. Tom Clancy's Splinter Cell v.1.2b (UbiSoft) ? Direct3D, Vertex/Pixel Shaders 1.1/2.0, Hardware T&L, Very High settings; demo 1_1_2_Tbilisi Call of Duty (MultiPlayer) (Infinity Ward/Activision) ? OpenGL, multitexturing, ixbt0104demo, test settings ? maximum, S3TC ON FarCry 1.2 (Crytek/UbiSoft), DirectX 9.0, multitexturing, demo01 (research) (the game was started with the -DEVMODE option), test settings ? Very High. Quake3 Arena v.1.17 (id Software/Activision) ? OpenGL, multitexturing, ixbt0703-demo, all test settings to maximum: detailing level ? High, texture details ? #4, S3TC OFF, curved surfaces are strongly smoothed using variables r_subdivisions "1" and r_lodCurveError "30000" (note that by default it's r_lodCurveError «250» !), Return to Castle Wolfenstein (MultiPlayer) (id Software/Activision) ? OpenGL, multitexturing, ixbt0703-demo, test settings ? all to maximum, S3TC OFF DOOM III (id Software/Activision) ? OpenGL, multitexturing, test settings ? Low Quality
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